The Personalities XML File


The <Personalities> dataset is composed of two sections :

1) <Personality>

  • This section defines which town personality is included in this file. For instance, in the case of the "Others" file, you will find a set for the TownLoon, TownMooch, and TownNerd .

2) The options for each defined personality

  • This section is named using the personalities <Name> value. So for the "TownLoon", the set is named <TownLoon>.

Each element of this set is an option displayed in the "Options" listing for this personality.

In general, they are either:
A) A variable that can be adjusted by the user in-game, such as <TownLoon> <Name>AllowTeen</Name>.
Or
B) a weighted scenario that can be fired when the personality cycles, such as <TownLoon><Name>Antagonize</Name>.



<Personality> fields

<Name>
  • This value must be specified as it defines the unique key for referencing your personality in-game.
  • It must be unique, so it is best that you choose something that no one else will ever use as a name.
  • For instance : <Name>ClanOfBob</Name> is probably a pretty same name choice, where-as <Name>Clan</Name> is not.

<FullClassName>
  • This represents the scripting class that will govern your personality in the mod.
  • By default, it is set to "NRaas.StoryProgressionSpace.Personalities.SimPersonality, NRaasStoryProgression"
  • There is no need to change this field, unless you have written your own custom scripting class

<ProductVersion>
  • If your personality is only valid under a certain Expansion Pack, then you can use this field to specify its requirements
  • By default, it is set to "BaseGame", which means it will work under any installation

<IncreasedChancePerCycle>
  • This defines the percent chance of a scenario firing on each cycle of the personality.
  • By default, it is set to "15". Which means there is a 15% chance of a scenario firing each cycle.
  • If the chance fails, the value accumulates up to 100%, ensuring a scenario will fire at some point
  • When the chance succeeds, the accumulation is reset to 0%, and the process starts over again

<Speed>
  • The number of sim-minutes between cycles of this personality.
  • By default, it is set to "250". So the personality will cycle at 250 sim-minute increments, and lay dormant for the interim.
  • The minimum value is "10", as the mod itself cycles each 10 sim-minutes.

<Leaderless>
  • This defines whether there is a leader for the clan.
  • Only use this field if you are creating a list of standalone scenarios, such as those used in the "Expanded" module
  • Leaderless personalities are not allowed members

<DefaultFemaleLocalization>
  • Defines whether the translation for the personality should default to the Female translation strings
  • This is used when there is no leader selected.
  • The name of the personality will default to using the "Female" translation strings, rather than the "Male"

<ResignationStory>
  • Defines the translation key that specifies the story to display when a leader fails <LeaderRetentionScoring>
  • If left empty, no story will be displayed when the leader is dropped

<FriendlyLeadership>
  • This defines whether the leader of this clan is friendly with the members of THIS clan
  • Used by the "IsClanAllyScoring" element to determine whether a sim is a friendly ally of another

<FriendlyMembership>
  • This defines whether members of the clan are friendly with other members (not including the leader)
  • Used by the "IsClanAllyScoring" element to determine whether a sim is a friendly ally of another

<CandidateScoring>
  • Specifies the Scoring to use when choosing a new leader for the clan
  • See the Addendum on "Scoring" filters for more information on the available fields
  • Note that sim with the highest scoring, that matches all the given criteria will automatically be given title status

<LeaderRetentionScoring>
  • Specifies the Scoring to use when testing whether the existing Leader is still eligible for the position
  • See the Addendum on "Scoring" filters for more information on the available fields
  • Note that even user-specified leaders can be removed from position if they fail to meet these requirements

<MemberRetentionScoring>
  • Specifies the Scoring to use when testing whether a clan member is still eligible for membership
  • See the Addendum on "Scoring" filters for more information on the available fields
  • This scoring is checked whenever the Personality manager cycles, and any ineligible sims are dropped from the clan

<OpposingClans>
  • This is a comma separated list of other town personality names, which are considered to be unfriendly to this clan
  • Used by the "IsClanAllyScoring" element to determine whether a sim is a friendly ally of another